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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-496/+413
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Merge pull request #6462 from RandomShaper/fix-improve-anim-blendRémi Verschelde2017-02-271-17/+8
|\ | | | | Fix/improve AnimationPlayer blending logic
| * Fix/improve AnimationPlayer blending logicPedro J. Estébanez2016-09-121-17/+8
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* | Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-40/+40
| | | | | | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* | Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-3/+3
| | | | | | | | This saves typing and is a step towards fixing #56
* | Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky2017-01-251-8/+11
|\ \ | | | | | | Greater VCS friendliness
| * | Improve .tscn VCSPedro J. Estébanez2017-01-161-8/+11
| |/ | | | | | | | | | | | | | | | | | | | | Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
* | Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-2/+2
| | | | | | | | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* | renamed tween animationplayer scale functions to speed_scaleJuan Linietsky2017-01-131-5/+5
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* | Renamed most signals so they refer to:Juan Linietsky2017-01-121-2/+2
| | | | | | | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* | - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-4/+4
| | | | | | | | | | | | | | use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
* | Renamed finished to animation_finished, also passes the animation name when ↵Juan Linietsky2017-01-081-2/+2
| | | | | | | | finished
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-7/+8
| | | | | | | | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-40/+40
| | | | | | | | | | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Revert "Added toggle for loop interpolation based on adolson's code"Rémi Verschelde2016-06-261-13/+1
| | | | | | | | | | | | | | | This reverts commits 8884b8f51963553dd1ecc0bc4accf64deb4f645f bd5c8f2aa086c2cacc704dfef249c124760ab569 and 5cb31f6d5b667a551092b699de6f4786e0bb5b6d. <reduz> Akien, I understand the need for the second loop mode, but I think the current UI is pretty confusing. I think this should be changed for an enum, both there and in the animation.. otherwise we should revert it [...] <reduz> alternatively this could be added per track, which I think should make it a little less confusing Reopens #959..
* Replace 'or'/'and' keywordsGeorge Marques2016-06-191-1/+1
| | | | Some compilers do not like this.
* Merge pull request #4724 from Cybolic/optional-loop-interpolationRémi Verschelde2016-06-191-1/+13
|\ | | | | Added toggle for loop interpolation based on adolson's code
| * Added toggle for loop interpolation based on adolson's codeChristian Dannie Storgaard2016-05-201-1/+13
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* | -Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky2016-06-191-5/+7
| | | | | | | | | | | | such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
* | remove trailing whitespaceHubert Jarosz2016-05-211-1/+1
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* Fixed animation player auto-queue duplication and undo/redoPaulb232016-05-071-0/+3
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* animation_started signal to AnimationPlayerJakub Grzesik2016-04-141-0/+3
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* remove trailing whitespaceHubert Jarosz2016-03-091-87/+87
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* -Made some icon data types smaller so they take up less spaceJuan Linietsky2016-02-111-0/+1
| | | | -Fixed sample import plugin, makes samples sound strange in smp when limited hz
* store animation names in alphabetical order, fixes #3423Juan Linietsky2016-02-011-2/+9
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-6/+81
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* HTML5 exporter ImprovementsJuan Linietsky2015-09-101-0/+6
| | | | | | -Better template handling -Voice support -Stream support
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-9/+12
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-06-061-4/+6
|\ | | | | | | | | Conflicts: demos/2d/motion/engine.cfg
| * improved animation editorJuan Linietsky2015-05-251-4/+6
| | | | | | | | | | | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* | small fixesJuan Linietsky2015-06-011-1/+1
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* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-1/+1
| | | | -Added function to retrieve list of actions fron InputMap
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Code CompletionJuan Linietsky2014-12-161-0/+13
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-1/+1
| | | | | -Fixes to animationplayer -fixes to collada importer
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-7/+7
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-1/+1
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Little BitsJuan Linietsky2014-08-141-2/+4
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* A bit of everything:Juan Linietsky2014-05-141-1/+1
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-0/+3
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1258